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American Spaces Educational Gamification (Edgame) Quick2game Literacy Program: Basis for Classroom Game Development

Glaiza G. Dagala
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Glaiza G. Dagala: Bulacan State University

International Journal of Research and Innovation in Social Science, 2025, vol. 9, issue 7, 5643-5706

Abstract: This study evaluated the American Spaces Educational Gamification (EdGAME) Literacy Program as a foundation for developing a vocabulary game. A total of 58 respondents—comprising 20 Reading Coordinators, 20 Quick2Game Coordinators, and 18 School Heads from 20 participating secondary public schools under the Department of Education, Division of San Jose Del Monte—were purposefully selected. A mixed-methods sequential explanatory design was used in this study, which entails gathering and evaluating quantitative data first, then using qualitative data to clarify or expand on the quantitative findings. The quantitative data collected through the survey were analyzed using descriptive statistics, followed by a SWOT analysis. The initial statistical analysis involved calculating means and standard deviations to summarize respondents’ perceptions towards the implementation of the EdGAME program. After the descriptive results were obtained, SWOT analysis was applied to transform numerical outcomes into actionable insights. The results revealed a consistently positive perception among all respondent groups regarding the EdGAME Literacy Program’s effectiveness in enhancing vocabulary skills and promoting word recognition among Grade 7 frustrated-level readers through gamified, interactive learning strategies. The program’s consistent alignment with the Department of Education’s Most Essential Learning Competencies (MELCs) demonstrated strong curricular coherence.

Date: 2025
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